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ee4cde886d
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@ -1,5 +1,5 @@
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[](https://www.gnu.org/licenses/gpl-3.0)
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# 2D_Engine_C_SDL2_Core
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# 2D_Engine_C SDL2 Core
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## Description
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The core made on SDL2 for the multi-platform 2D_Engine_C.
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# Source files
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CORE_SOURCES := \
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asset_manager.c \
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texture_manager.c \
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event.c \
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vector2d.c \
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@ -9,7 +8,7 @@ CORE_SOURCES := \
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# Compiler and flags
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CORE_CC = gcc
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CORE_CFLAGS = -Wall -Wextra -std=c17 -fPIC -g -DASSET_FILE=$(ASSET_OUTPUT)
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CORE_CFLAGS = -Wall -Wextra -std=c17 -fPIC -g
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CORE_INCLUDE_DIRS = $(CORE_DIR)/headers
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CORE_LDFLAGS = $(shell sdl2-config --cflags --libs)
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@ -27,7 +26,7 @@ core_setup:
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@echo "Building libCore.so (1/3)"
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$(Q)mkdir -p $(dir $(CORE_OBJECTS))
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# Count nb of files to build
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# Count files to build
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count_core_build:
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$(eval export TOTAL_CORE_FILES := $(shell echo $$(($$(make -n $(CORE_OBJECTS) 2>/dev/null | grep -c "Building") + 1))))
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@ -1,17 +0,0 @@
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#include "asset_manager.h"
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#include <SDL2/SDL_render.h>
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#include "display.h"
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#include "linked_list.h"
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static void temporary_extract_asset(const char *path)
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{
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}
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SDL_Texture load_image(const char *path)
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{
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IMG_LoadTexture(renderer, path);
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}
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@ -1,7 +1,6 @@
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#include "display.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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@ -9,8 +8,6 @@ SDL_Renderer *renderer = NULL;
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void display_init(void)
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{
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SDL_Init(SDL_INIT_EVERYTHING);
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IMG_Init(IMG_INIT_PNG);
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window = SDL_CreateWindow("2D_Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DISPLAY_WIDTH * DISPLAY_SCALE, DISPLAY_HEIGHT * DISPLAY_SCALE, SDL_WINDOW_SHOWN);
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
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}
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@ -1,8 +0,0 @@
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#ifndef ASSET_MANAGER_H
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#define ASSET_MANAGER_H
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#include <SDL2/SDL_image.h>
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SDL_Texture load_image(const char *path);
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#endif // ASSET_MANAGER_H
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@ -1,6 +1,6 @@
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#ifndef MEMORY_ALLOC_H
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#define MEMORY_ALLOC_H
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#ifndef MALLOC_H
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#define MALLOC_H
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#include <stdlib.h>
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#endif // MEMORY_ALLOC_H
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#endif // MALLOC_H
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@ -37,7 +37,6 @@ inline void texture_manager_init(texture_manager_t *texture_manager)
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inline void texture_manager_load_texture(texture_manager_t *texture_manager, const char *name)
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{
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texture_t *texture;
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linked_list_push_back(&texture_manager->textures, texture);
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}
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